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Topic: compile (Read 6553 times)

i know compile() method is removed because all objects are compiled in AE but it may still make sense to put it back. it's is useful as a preperation before game begins. if i dont miss something, at the moment we are forced to serialize even the simplest objects like particles. particles are typically cloned from a master and at each cloning a compile occurs

You don't have to serialize particles...at least i don't. I create a particle pool, pre-fill it with, let's say, 50 instances all cloned from the master. They all share the same mesh and the same compiled data (Object3d.shareCompiledData(<Object3D>); ).If you want to make sure that everything is compiled before the game begins, just call World.compileAllObjects(). However, that doesn't include the actual filling of the native structures at runtime, which i can't push up to an earlier stage. It's pretty cheap anyway.

mm, i tried sharedCompileData thingy but couldn't manage to work, i must have messed something that time

now it works in desktop version. i create my master particle in a static initializer block (like in Robombs). it works in desktop since i can compile it there. no such option for AE. so you do create master for each level ?

i was calling shareCompiledData() after build(). after your post i reversed the order and now it works. i suppose build is not even necessary there.but the thing is, same code is now broken in desktop version. if it won't be trouble, adding compile to AE may really help.

for compileAllObjects(), it doesnt really matter. i can live both way.

I don't like adding compile() to AE, because it's now done in build() anyway. Making it an extra method again forces one to call two methods where one would be sufficient. Instead, i've removed the check from shareCompiledData(). To be honest, i can't see any reason why i disallowed calling compile() before shareCompiledData()...might be that it was needed that way in former versions but i can't see why it's needed in the current implementation. Not in AE and not in the desktop version.

i cannot call compile() on master object because there is no compile on AE. sharing data with it works on AE but desktop version complains saying "Can't set an uncompiled object was a source for compiled data!"

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Making it an extra method again forces one to call two methods where one would be sufficient.

this may not be necessary, build() can still compile if object is not compiled yet. not sure this fits you..

yes it does. but i couldnt get your point. if you add compile to AE, i will call it on master of cloned objects too.possibly you are talking about something else

No, its the same thing. I just wanted to make sure that there isn't any other way to solve this than to put compile() back in...which i stil don't like, but i guess i have to...i've uploaded another jar that does this. Please give it a try and see if it helps.

This can only happen if rendering interleaves with the build()...shareCompiledData()-sequence somehow. This might be the reason why i formerly insisted on calling share... before calling compile(). Anyway, with the latest changes, this can happen now and even if it's not nice, it's maybe nothing that should cause a crash anymore. I've changed the state of the message to a warning and return from rendering afterwards.